RMMV 'Grim Mortality' Damage and Pain Framework

EmperorEnema

Warper
Member
Joined
Nov 26, 2018
Messages
1
Reaction score
0
First Language
English
Primarily Uses
RMMV
Ay all

For my up-and-coming mature post-apoc & cyberpunk adventure/action/psychological CTB RPG, I'm looking to add more layers into combat to supplement how frequent said combat is through the game. One of my primary ideas that I have been fleshing out over the last few weeks has been a detailed damage and pain system (coined the 'Grim Mortality' framework, by myself) in which would make combat far more enjoyable at any stage of a common battle, without introducing needless frustration and/or tedium.

Summarisation

Human vulnerability is something notoriously difficult to depict in games, especially so in simplistic RPGs.The above framework enforces a vulnerability that effectively formulates and stimulates feelings of caution, dread, fragility and consequence, without making itself too frustrating, of which sub-player frameworks often can do.

However, it also excels in applying said framework to every possible foe; all can break just as the player can, and doing so gives a feeling of power and satisfaction when a player manages to best any foe(s), let alone overpower them.

The above is not only atypical of TB-RPGs, but successful execution will lead to an ominous, brutal and grim underbelly to combat that will contrast previous models of damage and pain seen in other games. This alone should make the game unique in and of itself. However...

Frustration is a common bi-product of sub-player frameworks, and in order to negate this, having precisely tailored values, a strong sense of consequence, and spectacular attention to the discernibility that comes from said consequence and/or causality. This is all underpinned by the integration of the aforementioned framework, which necessitates some significant work to be done prior - calculations, planning, testing, etc.
Full Proposal/Outline
  • Wound

    • [*]Wounds can be afflicted by attacks that exceed a threshold in damage, or attacks/events that inhibit a certain property that can instantly inflict a wound, applying pseudo-status effects
      [*]The types are as follows:


      • Punctures/Penetrations (-Bleed, -Pain)
      • Lacerations/Incisions/Avulsions (Bleed, Infection, Pain)
      • Mutiliations (+Bleed, Infection, Disable, +Pain)
      • Breaks/Crush (Disable, +Pain)

        • Bleed being a DoT that bypasses any sort of armour/resistance
        • Pain being an active increase of Dol based around a cap
        • Infection being a risk of further severity of the wound, plus a further DoT and Dol increase.
        • Disable being decreases in base stats like stamina, accuracy, damage, etc
        • +/- are used to indicate relative contrast of effects, as the above can change depending on the wound type.
      [*]All injuries are unique in that further damage instances will interact with injuries, potentially 'worsening' them, adding multipliers, extra status effects, etc. Injuries present an immediate issue to both player or foe, regardless of localisation.
      [*]The above combines with 'localisations', being the area of which the injury has occured, which further adds/specifies status effects depending on said localisation.
      [*]Injuries and their respective localisations can be treated; either through consumables to an extent (either part of the injury, or the immediate effects said injury causes), or through certain ‘operations’ that can completely cure an injury OOC (Out of combat).
  • Localisations
  • Literal areas/parts of the (typically) exterior body of which have injuries/status effects applied to them, of which will modify the effects and how they specifically apply.
  • Limbs (Arms (-accuracy), Legs (-evasion, etc))
  • Head (Severe, --accuracy)
  • Chest/Vitals (Severe+)
  • Severe being a modifier for Dolorimetry and DoTs, plus weakness to further damage/status effects
  • Weapons/equipment being the ability to use said items, including vehicles in some cases
  • Movement being the usage of some/all movement modes, to some extent
  • Senses being the usage of basic senses, e.g. damage to one eye limits accuracy, etc
The next component is a tad more questionable and perhaps harder to add - it elicits the most potential 'tedium', however;
  • Dolorimetry Limit of 10

    • [*]A measurement of self-experienced pain, indicated in-game by ‘Del’ or ‘Dol’ value.


      [*]The limit of ‘10’ is not a value, but rather a standing measurement that conveys a hidden total value - the steps of 1 to 10 should be treated like ‘stages’ of pain, with higher values causing certain afflictions (integrated as aforementioned ‘debuffs’ or ‘conditions’)to apply, or subsequently worsen.
      • Total value (being 1000) changes depending on player condition, previous damage, current activity, and the interaction between all the aforementioned activities.

        • (0 Dol) = 0
        • (1 Dol) = 5
        • (2 Dol) 5+10 = 15
        • (3 Dol) 25+20 = 45
        • (4 Dol) 45+35 = 80
        • (5 Dol), 80+55 = 135
        • (6 Dol) 135+80 = 215
        • (7 Dol) 215+120 = 335
        • (8 Dol) 335+160 = 495
        • (9 Dol) 495+230 = 725
        • (10 Dol) 725+285 = 1000

        • Descriptions of each quantifier of Dol typically set as;
          • 0 = No pain
          • 1 - 3 = Very minor pain
          • 3 - 5 = Minor pain
          • 5 - 7 = Moderate pain
          • 7 - 8 = Major Pain
          • 8 - 9 = Unbearable Pain
          • 10 = Immeasurable
      • All instances of damage will add to the total value, and Dol will change accordingly in order to indicate currently sustained pain.
      • Dol values can be ‘locked’ in OR ‘blocked’ out of certain levels; conditions/injuries locking in at levels, whereas ‘painkillers’ or health items locking ‘out’ of levels

        • E.g. Arm break = pain locked at 6 Dol
        • E.g. HP below 20 = Pain locked at 4 Dol.
        • E.g. Anti-pain consumable = pain blocked at 6 Dol
      • If above does not apply; Dol degen has an ‘attack’ and ‘release’ time depending on the type of damage that was inflicted
        • Attack being time taken for pain to be felt, release being the time taken for pain to subside.
        • This translates to the total value as a dynamic degen that takes into account damage amount, type, instance duration, etc.
          • This translates to the natural reaction to pain - how pain subsides after being felt, how it first feels, etc.
      • Higher Dolorimetry levels are depicted in the player experience via the physical faculties, e.g. player sight, movement, sounds, awareness, discernibility, HP, stamina, etc.
      • A Dol of 10 creates a difficult experience for the player - often accompanied by a crippling condition
        • Within a certain interval of time for as long as a Dol instance of 10 applies, there is a chance the player can die of shock.
      [*]The above can easily be tweaked up or down depending on entity, depending how realistic or faithful Dolorimetry should be formulated as.
      [*]Medical treatment OOC, certain consumables, etc, can deplete Dolorimetry too. E.g. searing a mutilation (an injury that is already costly) will add further Dol to a likely high Dol, but in turn, provided you allow time after treatment, the long-term benefits outweigh the drawbacks of potential player death and/or long lasting status effect.
    • Thanks for reading!
That's all I've got so far. As far as ambiguous game design outlines go, I believe this has the potential to become a functional 'frame' of sorts, but I would very much appreciate any feedback, opinions or critique at this stage. Likewise, any amendments or suggestions you could give would be extremely helpful.
 

Soryuju

Combat Balance Enthusiast
Veteran
Joined
Apr 19, 2018
Messages
179
Reaction score
213
First Language
English
Primarily Uses
RMMV
You’ve clearly put a lot of thought and effort into designing this system, though honestly, I’m concerned that some aspects seem overdesigned. It’s clear that you’ve made a strong commitment to a realistic system of injuries and stress, and that’s an excellent goal, but it could be daunting for players to learn all of the various ways which Injuries, Localizations, and Dolorimetry can interact. For instance, how quickly do you think your average player will be able to evaluate the effects on a character who has a Mutilated Arm, a Punctured Chest, base Dolorimetry 7, -Bleed, +Pain, and Severe+? I’ve read over your descriptions several times now, but I still don’t have any real concept of what those specific effects would look like together (or if that scenario is even possible in your system). And since this system seems to be a major focus of your combat, I’m assuming that these various states will change regularly for the characters and enemies involved in combat, which will further increase the difficulty of tracking the effects for players.

Complicated mechanics aren’t inherently a bad thing - I’ve played plenty of RPGs with heaps of moving pieces in combat, and I’ve enjoyed many of them thoroughly. But the key is that you have to be able to maintain clarity at all times, and that’s going to be difficult when you have so many effects capable of stacking modifications on specific other effects.

These mechanics also have potential to cause issues for you as a developer - balance will be tricky when many of your effects are interconnected, bugs and unintended interactions are more likely to crop up as you tweak individual mechanics, and if you happen to realize that there are gaps in your system’s fundamental logic, you may find yourself without an easy way to recover.

So to start, I’d recommend thinking about the tutorial phase of your game, which will help you break your mechanics down into their most basic components. Do a little research on what makes a good tutorial, and then try to think about the simplest ways to teach new players your mechanics. Dropping walls of text which cover deeply multifaceted systems won’t usually cut it during a tutorial. You need to think about how to trim your systems and make your individual mechanics as intuitive as possible, and design your mechanics in such a way that you can gradually add layers which build up the complexity. Think about how to break down large systems into smaller subsystems which you can introduce to the player over time.

Looking at what you’ve got now, I probably won’t be able to memorize the specific effects of all the types of injuries and localizations right away, but because those systems are interdependent, you pretty much have to introduce injuries and localizations simultaneously on top of the specific effects they can cause. You could try to introduce Injuries without introducing Localizations, but if I were to take a head injury before you teach about them, I might be left wondering why I’m suddenly missing so many of my attacks and taking so much more damage. Frankly, I might be left wondering either way if I don’t manage to memorize the list of effects wounds can have at different localizations. And all of this isn’t even factoring in the question of Dolorimetry, which is another beast entirely. Ultimately, the question is how you might go about breaking down and modifying those systems to make them easier for new players to digest.

Personally, I’d suggest you focus on the Localization system while significantly simplifying the Injury system and dropping Dolorimetry entirely for now. The different types of injuries mostly seem like vehicles for delivering debuffs, but you could just create a generic “Wound” effect instead which applies fixed, specific debuffs to the combatant when applied to different localizations. Head wounds Blind, leg wounds Cripple, etc. Maybe you could reincorporate things like Pain or Dolorimetry as effects which increase the duration of these injuries or the damage the victim receives while they’re afflicted by an injury. You sacrifice some realism, but in exchange, you make your system much more accessible and intuitive (while also reducing the strain of actually designing the systems involved). And there would be any number of possible ways for you to introduce additional mechanics over time which increase the system’s depth, should you desire it.

Apologies if any of this comes off as harsh - it’s not my intent to put down your hard work, and you’ve clearly got a very intricate vision for your combat. I just wouldn’t want you to be frustrated if you put in all the work to design it and then find that most players can’t grasp it in the same way you can. But I hope this feedback is useful to you somehow!
 

Kupotepo

Fantasy realist/Advocatus Diaboli
Veteran
Joined
Jul 5, 2017
Messages
1,939
Reaction score
2,064
First Language
Thai
Primarily Uses
RMMV
@EmperorEnema, it is a good idea and required a lot of works. I think @Soryuju might panic with the details. If you can do it, it is nothing wrong. All of us here probably do the math and you are just show me the math here that so. I will wait to see your progress.
 

Users Who Are Viewing This Thread (Users: 0, Guests: 1)

Latest Threads

Latest Posts

Latest Profile Posts

How many parameters is 'too many'??
Yay, now back in action Happy Christmas time, coming back!






Back in action to develop the indie game that has been long overdue... Final Fallacy. A game that keeps on giving! The development never ends as the developer thinks to be the smart cookie by coming back and beginning by saying... "Oh bother, this indie game has been long overdue..." How could one resist such? No-one c
So I was playing with filters and this looked interesting...

Versus the normal look...

Kind of gives a very different feel. :LZSexcite:
To whom ever person or persons who re-did the DS/DS+ asset packs for MV (as in, they are all 48x48, and not just x2 the pixel scale) .... THANK-YOU!!!!!!!!! XwwwwX

Forum statistics

Threads
105,849
Messages
1,016,975
Members
137,563
Latest member
cexojow
Top